OOC: I will come up with something. Viktor, an intimidate check in a combat situation is a standard action. Also, please specify which knowledge check(s) you are doing?

OOC: Fine, make it his standard action and I might use the others depending on what you have to say for this and the knowledge check. As for knowledge checks, I had no idea what you meant by doing knowledge checks on specific other party members but picked the green team member with martial training. Technically, all of them except the ganasi are natural humanoids though, so I guess nature skill. Same outcome.

Corvan remembers from his time with Ret that the rogue prefers using his crossbow from afar rather than closing up with a dagger as many rogues do. Garrl just laughs at Corvan's attempt. He flexes and sneers back. "Why would they leave MY side to fight with a wimp like you? Kill them all!" Corvan understands that as long as Garrl is alive and well, his team cannot be intimidated into switching sides. (Intimidate fail.)

Jak speaks quickly and quietly to his companions, "It looks like we shall be depriving the Tower of some burgeoning pupils. If they will not stand down, we should strike Qaxar down first. He will heal the others and our efforts would be wasted. Corvan or I can keep Garrl's limited attention while the rest of the crew accomplish that."

Not comfortable with the situation, knowing that Ret is out there waiting to pinion someone, Corvan fastens his heavy shield to help him deflect any projectiles. Nodding to Jak in acknowledgement of his plan, he charges at Garrl landing a solid blow that may have just been enough. "I don't need to use magic rings as a crutch like you do Garrl. It's clear how little you care for your companions since you decided not to trust them with any of the rings." he says loud enough for all the green team to hear, hoping to further undermine their sense of loyalty.

Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn

Hide Armor

Greatspear +3/1d10, polearm/spear/reach

Singing Stick +3/1d6, offhand/defensive/mace

Longsword +3/1d8, heavy blade

Repeating Crossbow +2/1d8, 10/20 range, crossbow

Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade

Battleaxe +2/1d10, versatile/axe

Heavy Shield +2/+1 AC/REFLEX, heavy shield

Skills

Acrobatics +7 (trained)

Arcana +0

Athletics +8 (trained)

Bluff -1

Diplomacy -1

Dungeoneering +0

Endurance +4 (trained)

Heal +5 (trained)

History +0

Insight +0

Intimidate +4 (trained)

Nature +0

Perception +0

Religion +0

Stealth +2

Streetwise -1

Thievery +2

Descriptions of Powers

Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.

Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.

Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.

Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.

Corvan melts into the trees. All you see is a small face dart out from behind the rocks (L14). A crossbow bolt seems to materialize out of nowhere, but clangs harmlessly off of Jak's armor. A small figure scampers across the meadow and disappears into trees.

Surveying the battlefield, Koliak starts making calculations in his head. Unable to see Ret, he looks towards the cluster of the other group. He moves a bit to his left.

He raises both his arms up in the air, bringing them together, side-by-side, hands in fists, and concentrates on the task at hand. He motions at Garrl, as if he is grabbing him in both of his hands, hands and fingers extended outward. In a final motion, he clenches them both together.

Garrl elevates just a bit as he is manipulated by Koliak. He flings his arm away, crashing Garrl into Wavryn, causing both to get to hurt and knocking Wavryn flat on his back. Garrl meanwhile continues to be flung through the air until he settles in a crumpled heap near the rocks.

Koliak isn't finished. With a snarl, he gestures to clumped up group, and flicks his hand. Qaxar is jolted and although he tries to plant his feet more firmly in the ground, he leaves behind track marks as he is forcefully moved near the rocks as well.

Koliak has three to them close together and decides to launch another attack. This time a big psychic blast centered amongst them. Bella resists, but Koliak thinks she is 'just lucky'. The other two are hit hard and are scrambled to new positions atop the craggy rocks. 'That should put them out of the way for a lil' bit.' thinks Koliak.

Massive attacks by Koliak leave Wavryn on the ground, and Garrl and Qaxar both hurt in the rocks. Garrl shakes off the immobilization as if it nothing. The big man rises and charges at Hammer, huge sword slashing down. It connects, dealing 23 damage (15 after THP) and knocking the metal man to his knees (prone). Swinging again, Garrl connects once more and Hammer begins to dream metal dreams (16 damage, unconscious, dying).

OOC: It doesn't matter for your last turn, but Forceful Push is not an implement power so does not stack with the petrified orb. All ended up in a burst 1 still, but FP will only slide 1.

Jak rushes to his crew-mates side and calls down Dol Dorn's healing power to revive the construct. The terrible gashes left by Garrl mend swiftly and Jak can see the dim light from Hammer's eyes flare again with vitality. "Find your feet Hammer, the crew needs you smashing things once more!"

Feeling strangely possessive at seeing the near destruction of Hammer, Tchort moves closer and slides one foe off balance to let Jak land a blow. He then conjures up some molten rain and further repairs Hammer.

Tchort moves forward, inspiring Jak to make an attack against the hurt and prone Wavryn, bloodying the swordmage, but Jak feels flames singe him back (imm int to deal 8 fire damage to Jak). He then heals Hammer more, stemming the flow of blood, and summons fire, singing Bella. Wavryn feels no heat. Wavryn stands woozily. With a flourish that belies his wounded state, Wavryn swings his blade. It misses Hammer, but Jak takes it full in the gut for 12 damage. Finally, the genasi turns his attentions to Tchort (marked). He remains in the fire, but feels nothing (resist 5 fire). Qaxar moves into position behind Hammer. While his mace only grazes the barbarian (5 damage), it inspires him to heal Wavryn a bit (Wavryn regains 10 HP) and Garrl also feels a boost of stamina (regains 5 HP).

Hits AC 31 (forgot to code the ring) for 17 cold damage, and on a hit, I gain a +2 power bonus to all defenses against the target's attack until the end of my next turn. If that kills Wavryn, teleport to K6 with Soul Step.

Dwimmerlaik brings the swordmage to death's door, but not quite through it. Bella, scorched with no end to the fire in sight, reaches out and touches Hammer. He feels himself succumb to her will entirely (dominated UENT). The enchantress then shifts toward the protection offered by Garrl, before being singed once again by the fire.

Over the crackling of the flames and the screams of the injured, you can barely hear shouts coming from down the road, around a bend. (Appx. 50 feet away, think V2 if there was one.)

Feeling foolish for thinking he could out-sneak a halfling, Corvan emerges from the trees and rounds the boulder to survey the battle. He quickly takes in the fallen Hammer who is jerking as if not entirely in control, the severely wounded Jak, the molten rain, and in the thick of it Garrl. With a growl, followed by a bellow, Corvan charges straight towards the goliath warden. Just as he charges over Hammer's body, Corvan twists his left arm and his weapon hums as it comes down hard. Not on Garrl, who already raised his weapon to parry, but on the unsuspecting and now quite unliving Wavyrn.

"You fools! I gave you fair warning not to follow this shit for brains oaf! Now you will all die! Bloody Six, we give them no quarter! No mercy!" he roars and slams his shield hard into Bella's face. An audible crack is heard as blood gushes out of her broken nose and forehead and she too falls. Before Bella even hits the ground, Corvan whips his shield around and bashes it into the side of Qaxar's head, not very forcefully, but in just the right place to daze.

OOC: I think this took out Wavyrn and Bella and hopefully dazed Qaxar. Marking all enemies attacked. Let's hope the noise down the road isn't the Gold Team to finish off who survives here.Wavyrn: AC 26 for 6 damage (hit to kill)
Bella: FORT 18 for 17 damage (hit to kill)
Qaxar: FORT 15 for 4 damage and dazed save ends (hit to kill) EDIT: Modified as per DM's ruling, charging to L10 instead.

Mountain Ki Focus Forceful: pull/push/slides with attack powers increase by 1 square, Shielding: when hitting at least one target with an attack power gain +1 AC/REFLEX until start of next turn

Hide Armor

Greatspear +3/1d10, polearm/spear/reach

Singing Stick +3/1d6, offhand/defensive/mace

Longsword +3/1d8, heavy blade

Repeating Crossbow +2/1d8, 10/20 range, crossbow

Widow's Knife +3/1d4, 5/10 range, offhand/light thrown/lightblade

Battleaxe +2/1d10, versatile/axe

Heavy Shield +2/+1 AC/REFLEX, heavy shield

Skills

Acrobatics +7 (trained)

Arcana +0

Athletics +8 (trained)

Bluff -1

Diplomacy -1

Dungeoneering +0

Endurance +4 (trained)

Heal +5 (trained)

History +0

Insight +0

Intimidate +4 (trained)

Nature +0

Perception +0

Religion +0

Stealth +2

Streetwise -1

Thievery +2

Descriptions of Powers

Combat Agility Opportunity Action, Trigger: An enemy adjacent to you takes an action that provokes an opportunity attack. Effect: After the triggering enemy completes the action, you shift a number of squares equal to your Dexterity modifier. You must end the shift closer to the target than you were when you began the shift. Then make the following attack. Target: The triggering enemy. Attack: Strength vs. AC. Hit: 1[W] + Strength modifier damage, and you knock the target prone.

Combat Challenge hit or miss an enemy you can mark it, Immediate Interrupt Melee, Effect: Whenever an enemy marked by you is adjacent to you and shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy.

Grappling Strike Melee touch, Requirement: You must have a hand free. Target: One creature, Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage, and you grab the target. The grab ends automatically at the end of your next turn.

Weapon Master's Strike Melee weapon, Target: One creature, Effect: Before making this attack, you may sheathe a weapon and draw a different one as a free action. Attack: Strength vs. AC, Hit: 1[W] + Strength modifier damage. In addition, the target takes an additional effect based on the weapon you wield. Axe: The target takes extra damage equal to your Constitution modifier. Mace: You slide the target 1 square. Heavy Blade: Until the end of your next turn, you gain a +1 power bonus to AC against the targetís attacks. Spear or Polearm: Until the end of your next turn, the target provokes opportunity attacks from you when it shifts.

OOC: Just got off the phone with Gary, and he reminded me that we ruled that you cannot share a square with a prone character (as ruled in SoW in the coin monster fight), only an unconscious one. Also, even if that were not the case, Hammer being dominated would prevent you from standing over him to begin with. So, want to retake?

OOC: Sigh. I think next time I'd better just post rolls and actions and only add characterization after we all read our rule books to save myself some time and disappointment.

I recall the "you can't stand over a conscious and prone ally" thing, so I see now how this turn wouldn't jive with the rules (FWIW, dominated allies still count as allies). I also recall situations in SoW, and other threads, before the coin monster battle where we did have allies stand over prone allies (or at least remain prone underneath after being revived). However, the coin monster battle had so much proneness that we all starting wondering what tactics to use and looked things up.

Anyhow, rule and battle memories aside, this kills the whole turn, tactics, fluff, and all. I don't feel like rethinking things and redoing so just go ahead and use his charge attack against Wavryn (L10) and assume it's done in slience.

Sighing to himself at Hammer's prone body taking up so much room, Corvan nevertheless finishes off Wavryn with an effective charge. Ret fires his crossbow from the shadows of the trees, bolt sinking into Dwimmerlaik's leg for 8 damage. He then steps out. "Come and get me!!" he shouts, trying to taunt the Red Team to split up. Bella mentally instructs hammer to attack Jak. Rolling over, he does so... hard. MBA (ring, prone) (1d20+7+1-2=25, 2d6+4=14) The minotaur goes down to the floor next to his "ally."

OOC: Sorry about that, Viktor. I am just trying to keep our games consistent with each other, not trying to spoil your fun description of a great turn.